Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 22 5:13 am)
Texture filtering in the material room
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So is that TTFN or TANSTAAFL?
Show a screengrab.
Did you set it on all meterial zones?
A thing like this IS Texture filtering that should be set to crisp on all material zones in the figure. => Scenefixer script can do that automatically for you.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
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faster then your angel can fly"!
I've had this problem with a few of the hairs as well. Correct gamma correction settings worsens it, and setting the texture filtering to Crisp doesn't help (Scenefixer is an integral part of my workflow, and I render no scene without running it).
If the OP can't give a screen grab, I'll see if I can reproduce the problem tomorrow.
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Sounds like they didn't give enough padding on the diffuse map. I usually go 8 pixels beyond the edge of the UV island as a buffer to avoid this issue. That should have been done at the time of the texture creation. I fear that your only recourse is to do the thing you've already attempted and paint matching colors along the edges manually.
So, it does appear to be the texture filtering. When I went into the material room, those were set to Quality. I was certain that I had run SceneFixer to correct that, but maybe I didn't select the whole scene or something.
Now I need to find the hair styles that do it to and see if it really is always just a texture filtering issue.
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I've been using the DAZ suit for M4 a bit lately with poser Pro 2012 and I'm finding that none of the textures actually work properly. As was common (and might still be, for all I know), the background for the texture itself is white and the texture components are colored. In this case, the suit is brown, but the same happens with hair and a few other things. Particularly those from DAZ, even though they are from different vendors.
Anyway, the edges light up, since the texture map is bleeding over into the background and it's picking up the white. If I manually go in and paint the background something consistant with the textures that are there, then it isn't noticeable. However, many of these are highly compressed, and it's not trivial trying to select only the "white" part of the background.
Is there some poser thing that I can turn on or off that stops it from picking up these incorrect white pixels? I've tried turning Texture filtering to Crisp, None, and all other settings, but nothing helps.
Any ideas?